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Showing results for 'Vehicles'.
Found 41868 results
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ARMA 2-style fully-automatic shifting isn't accurate but neither is the standalone manual shifts. What @Sqeezorz mentioned about the stepped speeds is a good argument. Automatic transmission makes sense in vehicles with auto transmissions. About half of passenger cars in Russia are now purchased with auto xmsn. Looked up some stats since I was thinking about making a related topic on vehicle choices.
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manual transmission vehicles should use manual shifting imo. and since there are no vehicles with automatic transmissions, i don't think such simple actions should be taken out of the user's hand i think the current implementation is a bit lacking, but once you get used to it, it gets less annoying to use. i'd like to be able to skip gears, especially if i want to go from 4 to R, but that shouldn't be to hard to add. not even in real life :) (maybe except for double clutch ones; i never had the "pleasure" of trying)
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Automatic transmission also has disadvantages in realistic driving, you can simulate with keys no real accelerator pedal. At the moment, the vehicles are simple and they do not have their proper value yet. if all the mechanics are inserted and they have their real benefit, you will be glad to have the "manual shift" purely because you can drive so carefully, as each gear limits your speed, and that makes it possible to be careful with the vehicle, deal with it. (with the V3S it was not possible with the automatic gearbox from the coast "tree valleys" to move up to Msta, with the shift gearbox goes, if the tires are ok, although slow but it goes).
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So right now in DayZ you have to manually change gear while driving... that is not fun at all. I don't get why this was implemented in the first place, Bohemia is trying way to hard to make the game too realistic and what they forget is it takes away the fun aspect from the game. I don't want to be playing a survival just to drive manually, it's too clunky, not fun nor is this game a pure simulator. Personally I think they should change the cars to automatic or if not have an option to, because I know some people out there like the manual shifting. If people are good at manual shifting then it shouldn't be a problem with the players using the automatic option. Another thing to bring up is having to press R to pull the bolt back of a gun. Once again the game is turning to much into a simulator. Maybe an option for this too. This is DayZ, use to be the best survival game out there and now it's rapidly going down the drain and I miss having FUN on the game. I miss getting into encounters that wasn't clunky, I miss not having to play a simulator. In MY OPINION the game is just too realistic to have fun on now, what they need to do is carry on with their updates but at a more faster rate. 4 years in the making and we're just about to hit beta, shocking. The sooner they get in base building and modding in, the better the game will be. That way they don't have to do as much development due to the modding community making FUN mods to use, just like ARMA 2. I can't wait to see what happens in the future but right now it's not looking so good, taking the wrong path which is realism and leaving the fun behind :(
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Actually you barely meet anyone in the coast towns too, maybe you just have had luck to get into the mass gathering in electro. Usually hardly anyone is there, no loot at the coasts makes it so, actually no loot anywhere. I guess if we would get current players distribution map, then whole map would be +- covered and thats why there are very little interactions with only 60players, and practically with no vehicles. The last time I have played I have met a few people in Berezino, but there was no loot, hence no point to stay. This as a game was a big disappointment for a while.
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Get out of Alpha and finish the game lol? But those of us players that left a long time ago know that's never happening. Ive tried coming back, and its the same, boring, unfinished, 60person huge map where everyone sits in Elektro and camps because there is literally nothing else of substance to do.... So you either go there for deathmatch or play for hours without seeing a single person. With no dynamic events, no interesting weaponry, a shitty buggy loot distribution, horribly designed vehicles, and unreliable persistence system. Oh, and wasn't this supposed to be a zombie game? I have on my facebook from almost 3 years ago an update about "zombie hordes, and new animations" ... Hows that coming along? Youd think in a zombie game, after FOUR years of development, the zombies would be finished or at least a primary focus of the gameplay as there is literally no other dynamic events or server side controlled things outside of looting a bunch of fancy clothing, oh and the packs of wolves that at least when I picked up the game again after a couple years, were completely broken af... Let me guess? "This is all being worked on and coming with the new engine!" Am I right? Theyve been saying that for 3+ years now lol. I'm sure a couple things have been partially addressed but its unfortunate I used to be one of the biggest fans, to come here a couple years later, and see this same shit. RIP PubG is only 30$ BETA as a side note to put in comparison, reaching almost 1.3 million players daily....Is insanely fun, and I even said to myself once... This is sort of what DayZ COULD have been if they didn't take all of our money and abandon the project to a handful of people that have no hope in hell of ever finishing it. Cheers
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Hi DayZ development team, me and my friends love the game, are long time DayZ players and have followed the progression of the DayZ Beta closely. We think that you have done an awesome job so far. We have some feedback for you of things we think, could be changed or made different. -The new aiming system We saw the footage of the new beta demo version and we think that the new aiming system still needs some polishing. It is a bit too clumsy to use the middle mouse button to aim down the iron sights. We would recommend using a similar system like PUBG, because that seems to work really well. Holding down right klick for hip fire mode and pressing right click once for aiming down sight. It’s simple and really practical, so also new players, or players that haven’t played for a long time get used to it faster. We also saw that you added a crosshair instead of the old half circle in hip fire mode. We personally think that the new crosshair kills the emersion a bit. Some people might like the crosshair, some are happier with the old half circle. So why don’t give players the choice to choose whatever they like best in the settings? And how will zooming in work in the future, when holding right klick will be used for the hipfireing mode? -Accessing inventory while running Overall we think that it’s a good idea that you have to stop to access your inventory. However, we think that it should only count for the backpack. It would be more realistic if players would be able to access their pants, jackets and vests while running (maybe also on lower speed). Also in real life you are able to access your pockets while moving but you have to stay still to look into your backpack. -PSO and Kashtan scope The scopes are some of the best in the game. But there is one problem. The lines of the crosshair are too slim, so in many environments players are hardly able to see the markings of the crosshair. It would be cool if you could make the lines more visible. For example the thickness of the lines form the ACOG-Scope are perfectly done. That could be used as a guideline. -Locking gamma bar in the settings and brighten up night No game comes close to the beautiful nighttime in DayZ. This awesome experience gets often destroyed by players who just choose to push their gamma slides up to get a huge visual advantage over regular players. It would be awesome if you could lock the gamma slide in the settings at 50% and make the night time a bit brighter. Because right now it’s really hard to see anything during it. -Suppressors Right now, suppressors get ruined very quickly without any chance of fixing them. That’s not really realistic. Players should be able to clean a suppressor with a weapon cleaning kit. Suppressors should be a lot rarer in that case tho, because they are really OP, so it should be really hard to get one into the fingers. -Small chance for military and police zombies spawning with weapons, medical zombies with medical supplies ecc. -Rails for guns like the ak 74u -when you throw stones or other objects, it does actual damage to another player -a player should be able to decide if he wants to carry one main rife and a meele weapon on his back, or two main weapons or two meele weapons -air horn for vehicles just for the lols :D I hope we can help you with our feedback to create the most awesome survival game the world has ever seen! Keep up the great work. :D (and sorry for the wall of text) Greetings form CaptnMarmot, OfficerObvious and SergeantSexyPotato.
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Status Report - 26 September 2017
Legion252 replied to Baty Alquawen's topic in News & Announcements
Looks amazing, can't wait to get my hands on this. Hopefully next status report we can get some word on the status of vehicles for .63 since with limited stamina vehicles are going to be much more important for getting around the map. Vehicles in their current state are too hard to find and get stuck on terrain too easily. -
With Brian missing this week (no worries, he will be back at full force next time!), Eugen and Peter reflect upon the new features and content presented at Gamescom. Eugen is finally sharing our full 0.63 Dev Log video with 16 minutes of Gamescom DEMO gameplay in Full HD, Peter is reacting to some of the community feedback regarding the missing naked eye zoom and new key binds for firearms, and Martin and Baty share some of the good vibes from our community (both the one at EGX, where they travelled last week, and online!). Let's do some reading and watching folks, it's a juicy Status Report once again! Contents This Week Dev Update/Eugen Dev Update/Peter Dev Update/Martin Community Spotlight Dev Update/Eugen The last two weeks had us focused on different issues in the base and core features of DayZ. As previously mentioned, these are tackled through smaller scrum teams that are dedicated to these topics. Currently, we are running ranged combat team with focus on weapons and another one focused on melee combat. More are expected to be set up from vehicles to Central Economy or the infected. These should enable much faster iteration that can deliver on their goals as the technology requires less changes under the hood. This means that we are no longer tied to larger technology changes and can focus on the stuff that’s important to us and players alike: things that tackle immediate concerns that have troubled the game for a very long time. The approach we chose is based around priorities that carry through to other features, so we spend less time going back and redoing stuff over and over. Current priorities started with base movement of the character, which defines a lot of the work that is going to happen in both melee and ranged combat. Once we nail down the details, we can quickly implement and iterate things like player speed changing with rotation or rotation limits in order to cut on the erratic movement that is usually described as "zig-zagging". There are tons of things like these that community cares very deeply about. We take this feedback very seriously. Lot of these things have driven community interaction over these years. Bugs that we didn’t fix, features that didn’t have consistency or detail or were missing entirely. There is a reason behind everything. We spend a lot of time on figuring these out and once we are happy with our solutions we are going to get the discussion going. The process, however, requires you to test them in-game and that is where we go from prototype to full fledged feature. The thing is you try, and go for functionality first before the visuals get polished. It usually does not matter if it looks good if you’re developing the game. But it’s also the reason we don’t show many of these things that are in their early implementation. because they are just functional enough for us to iterate, but not polished enough to present ourselves with. That brings me to the next important thing. Imagine all these great things created with placeholders or skeletons of functionality that we look into and keep iterating on. Ideas are just ideas and they usually change for the better as development moves forward. What seems fun and good on paper though sometimes does not translate well in-game. If the technology used is layered enough to let designers test their ideas, we know we can differentiate the bad from the good. I don’t believe that we always come up with best solutions on the first iteration, and so that's why we listen to your feedback. Even when I look at our 0.63 Dev Log video below, I know (and see) tons of issues that just irritate me. But I’m not alone and this team is the best I had the chance to work with, and I have no doubt we can solve the issues. BETA can not come soon enough! That said, we would like to focus on covering these hot topics and how we solved them in the current iteration, because we bleed passion for what DayZ should be. Thanks for reading and enjoy the video! - Eugen Harton / Lead Producer Dev Update/Peter After DEMO showcase at Gamescom, many of you expressed concerns about missing zoom with naked eye as well as toggling to aim down the sights. First off all, I want to underline that absence of naked eye zoom was intentional as we run into technical problems due interference with switching to iron sights, witch was key-binded to middle mouse button. Time was running out and instead of fixing the old camera behaviour, we decided to cut it completely, so that we can start implementing a new camera from scratch to allow us to have more control over it (which is being worked on right now). Anyway, now when that dynamic zoom is currently missing, we can start asking questions: is it really needed? How does it contribute to gameplay? What are the pros and cons? Eye zoom is kind of a long-term trademark of Bohemia Interactive games, the same way as the free look being independent on character movement. Simulation of mid to long range engagement wouldn’t be possible without such feature, as fluid, on demand changing of field of view from wide to correct perspective is needed there, typically for observing your surroundings and during gunfights. Without it, characters are just small group of pixels in distance, and probably no-one enjoys pixel hunting. On the other hand, we know that in the case we gave the player character some supernatural abilities, we would lower the importance of items which should be used in such situations, like binoculars or scopes (which can be used even while not mounted on a weapon). Currently, these have very limited use among players, as naked eye zoom (or focus if you want to call it like that) is enough for them to observe environment. Also, there is a bit of a problem with continuous switching of object LODs and textures, which puts additional pressure on the CPU/GPU. While this would still be the case with binos and scopes as well, these changes to FOV are instant and not continuous. Missing eye zoom will lead to bringing player engagements to much closer distances - and that’s the most important thing in DayZ - player interactions. Final decision hasn't been made yet - personally, I’m inclined to keeping this feature in the game, but even in the worse case scenario, aiming down sights will maintain correct perspective (with a bit of added zoom while holding breath to simulate focus), to avoid aforementioned pixel hunting during gunfights. I mentioned aiming down sights and we are aware that current keybind (middle mouse button click while raised) is far from ideal as it feels clunky - exactly opposite to real life, where aiming down sights is as simple as just moving your head and aligning the eye with sights. What is really important to me is the fact that there shouldn’t be any toggle into the aimed stance (raised nor iron sights/scopes). Which means character should go ideally to an idle pose when all controls are released. Toggle-able aggressive stance can unintentionally fiddle with character’s body language, which disrupts gameplay and the experience players have during their interactions. Currently, we are experimenting with different approaches of switching to iron sights while raised. Key-bind on keyboard can work, but I’m not a fan of it as it destroys the basic firearm controls between mouse and keyboard. On standard mouse, there is only two buttons which come as possible candidates to use - middle mouse button, and right mouse button. Scrolling up with the mouse wheel to aim down sights is much better than precisely clicking the wheel, also it’s meant for switching between iron sights and scope in case the given firearm allows it (think AKs and other guns from the eastern block, or additional sights mounted on RIS from the side of a weapon) and for cycling through scope zoom levels (for example hunting scope). Personally, I prefer a simple double click and holding right mouse button (basically double click without releasing the button after the second click of button) as a shortcut to switch directly from lowered arms to iron sights. To switch back from aiming down sights (ADS), just release the right button, click and hold it again (same for toggling from raise to ADS). These two methods are far better and we will most likely keep both. Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns). Sprint Turns GIF (I don't know why I can't embed it here...) This solution differs from full-fledged inertia system, which can lead to players feeling like they are driving a tank with all that acceleration, deceleration and stopping after sharp turns. We want to thoroughly test it now, to feel how it plays and if it’s capable enough to achieve our goal of having smooth navigation through environment - as we definitely would like to maintain the hardly earned responsiveness and smoothness of the new character. Without zigzagging... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/Martin Survivors! After a vicious editing battle that took waaaay longer than we all had planned, we were finally able to deliver the 0.63 Dev Log today. It's taking a quick (well, relatively quick, it's some 16 minutes of gameplay!) look at the key things that we presented at Gamescom last month. Let me just quickly give credits to Baty and our QA Engineer Dan Fialka for their tireless work on the actual gameplay capture - as I have said in the previous Status Report, it's not always an easy work tinkering with the internal build. I hope you'll all appreciate the early look at 0.63 at least in this format - it's certainly not the same as experiencing the new animation system and player controller first hand, but it's the best we can do now. Suffice to say, this Dev Log was a good learning experience and it made us rethink the way we produce video content for DayZ. Going forward, we want to streamline the creative process behind making development videos, and hopefully find a good, effective workflow for gameplay capture in 0.63. Last week, me and Baty also visited EGX in Birmingham, and boy: did we meet a lot of awesome people! Originally, our visit was really planned as a last-minute trip, as we just wanted to meet a couple of DayZ content creators at EGX - there was no booth involved like at Gamescom, and we only packed a bunch of DayZ lanyards just in case. Somehow, we ended up meeting with some 30 fellow survivors at once, occupying half of the EGX business lounge and demoing 0.63 to everybody (thanks to Matthew and the rest of the EGX organisers for not kicking us out!). Blue and Queenie, M1ndr, SepticFalcon and Dzoana all had their mods and friends there, we've also finally met the Twitter super-spammer Spaggie (and his friend @EssexRockerz!)... well I would like to name everybody we met, but it would make for a really long list. Thanks everyone for coming and chatting with us (and thanks Baty for talking me into the trip!), you all make the best, most dedicated community out there. We'll definitely be back to EGX next year, hopefully with a more official presence and a proper booth! Here's a couple of photos (credits to N-Reid!) and Tweets from the event: - Martin Čulák/ Brand Manager Community Spotlight Hey Survivors! I hope you had amazing two weeks. As Martin mentioned, we were at EXG and it was epic, thanks everyone for coming. It was nice to meet you all! Let's start with the Real Chernarus by BrenUno, who‘s been there and took some amazing pictures for the community. Can you recognize all these places? Streamer DeadlySlob did an amazing and very funny role-play video, where he acts as a drug addicted person. Other players were really surprised by his behaviour. We love it! Let's check out some art. I chose three guys from community today, who are amazing artists and did nice job on their artworks. They have really similar style and we really like this. The first one is Will. He did two artworks inspired by Chernarus. And the second one is by Squad_Crow, who did his view of Novodmitrovsk and Lopatino Castle. AFX was on Rose City Comic Con in Portland as a survivor from DayZ. She had everything that the true survivor needs - duck tape, military boots and a long stick with an apple! I don't know if she killed any infected on her trip but she is definitely ready for it! French server Team Onu is preparing an event again. It is called Manhunt - Dark Walk and it will be tomorrow and you can see more info after you log in to their web pages. Here is a little teaser for it. If you prepare any event for your community, just let me know on my Twitter and someone from our team can be there too. And I have a riddle for you today. Can you recognize this place? Tweet it to the official DayZ Twitter, I want to know how many players we have, who know the map very well! I know it is easy for hardcore players, but I will do a harder one next time. I am so happy to see all your content guys, no kidding. I try to watch all your videos, pictures and everything you post to our social networks or Reddit. Thank you for that and for your support, because we need it. We really appreciate to know that YOU CARE about DayZ. Because DayZ is love, DayZ is life for us. Header image by Sahindi. - Baty / Community Manager
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The current state of base-building (across so many MMO games, including DayZ) revolves around the idea of individual ownership; Individual players and small groups building and defending their own bases. As we've all seen, it's fraught with problems, and no matter how the developers try to solve it, the meta always seems to go into a death spiral: base raiding replaces all semblance of any other game-play. I want to see a paradigm shift. Rather than thinking of bases in terms of individual ownership, we should think of them as sort of publicly owned utility. Instead of the thousands of bases being left unattended when their owners eventually log-out, as per the current model, this idea limits the amount of bases on each server, but shares them out between independent players and groups so these bases can remain occupied throughout the continuous rotation of players on the server. This means a total rethink of the way bases are managed on the server, as well as how items and objects function within the base environment: How do you organize and control the large number of independent players that may/may not simultaneously be using the same base? How do you handle communal assets like generators, fires, lights, barricades? How do you handle communal containers and/or vehicles (for things like water/petrol/firewood, etc.)? How do you handle personal containers so you don't end up with a base completely full of tents, barrels and vehicles? Could you perhaps have AI characters guard the base if/when no-one is online? I could go on for ages with this while the idea is still fresh in my head, but I think I should open it up to discussion first. What do you guys think: Good idea or not?
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I can very well imagine that there are some "hardcoded" restrictions on the server side. Say you can set 1000 vehicles in the CLE, but the server takes only a certain maximum value. In words: you define 1000 V3S .. the server limits this to its internal max. Value of ~ 20 (as an example). Sure, this is something that creates certain limitations, but I am convinced that these also serve more of the balance to maintain the server performance in a good framework. I think this is only not released at the beginning ... somehow these fetters are solved to give the modders full access, which will be important with new content. (then the modders but also have the responsibility about the server performance).
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Modders vision example Modding during Beta DayZ Beta milestone is HUGE, not just what is being added from the dev's to complete the base of the DayZ stone, but modding on top. People might not think much of modding right now but if you think of it enough, it will allow endless possibilities of imagination for new experiences and fun/immersion! To my understanding things like: -New guns -New clothing types -New vehicles -New buildings -New structures -New environments -New threats/AI's -New maps -New items and their functions in the world New objectives/ideas -New dynamic events New sounds A new vision on DayZ in general in each mod... List goes on and on... Each modder will have their own vision and ideas that will create new communities, yes it might seperate a lot of the players but people will deffinetly try out all the new mods for fun/curiosity, which should give DayZ a good longevity. Modders out there might have their tools and ideas ready, but others may not...so get ready. They are hoping to release Beta this year if all goes well and modding during Beta phase. If you like write your new ideas or stuff for DayZ in the comments below.
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I agree. Somehow people are on about that I am not a fan of modding in general or thinks it ruins all games. I've said modding is great, in certain applications. I'm nearing 15 hundred hours of Kerbal Space Program and a large part of that has to do with mods. Fallout 4 is modded to a T as well. Mods are great, in a single player situation where only your imagination limits what can be changed and its always for the better. To me, a multiplayer game shouldn't have mods, especially those that are optional (like changing crosshairs or something in the World of XYZ games). Now, DayZ mods will be server wide, so everyone on that server will share the same experience. But it would be healthier for the community as a whole to be sticking to one rules set, where anyone can play on any server because they're all the same. A game, absolutely. This game... I guess we'll have to wait and see. Modding will be coming, so this entire discussion is quite moot, to be sure. Honestly, I want what is best for everyone (I think we all do), so if some new whiz bang mod is the popular things, I guess that would be good. I definitely wont be playing the eventual DayZ Battle Royale mod thast's going to try and siphon players from PUBatttlegrounds. I have a sneaking suspicion there will be innumberable variations of mods like that. I imagine there will be server donator packs as well. $5.00 monthly spawns you with a backpack full of food, water and heatpacks or somesuch (a FAL with 3 mags is not out of the question here too). :/ Where did I say how long I've been here had any bearing on the validity of what I am saying? Stop projecting. ;) DayZ isn't even here yet. It's cycle hasn't even started. People have burned themselves out "testing" a platform that has taken awhile to coalesce. Patience is severely lacking in todays videogamer. Your insistence that I am not educated in nuances of modding is silly. I used "half-baked" not to describe modding, but to describe the current state of the DayZ game itself. Why? because its not a finished game yet. Reread what I said. You could replace "baked" with "finished"... at present people are not playing the half-finished DayZ. Stop taking personal offense. I'm one of the least offensive people here. I do have a friend who is dead set on a modding in more severe survival version of DayZ. Who knows, maybe that will be the next big thing, but I really imagine it being a godsend for a small niche of players that want that while everyone else will complain vanilla DayZ is too hard. I'm already seeing complains that adding in a stamina system needs to be countered by more plentiful and easier to aquire vehicles. I think the man-on-the-street gamer doesn't consider the realistic survival gameplay to be "fun". DayZ wont be the game for them, to be sure. That would be a great number of "testers", which is all one should really be doing with the game in its current state. Why people are playing, and discussing this game as if it were feature complete is lost on me. I think people are imagining the current playerbase is all thats left of people that will play the finished product. Hell, there is still people complaining that Dean Hall "took the Lambos and ran!", or that the game is stalled and will never actually be released, lol. Naturally, people are then enticed by thinking that soon they'll be given the tools to fix everything thats wrong, and people will flock to their individual recipe for a better game. All the while, the game is not even done. Maybe the devs nail the balanced sweet spot that delivers a great gameplay experience for all the varied playertypes there are. It will require the hardcore cats to give way a little (there too much food and ammo available!), and it will require the casual PvP player to give a little too (I can't sprint across the map fully laden with 80lbs of military gear on me anymore!). Instead of each style relinquishing a little, they'll just branch off to each flavor of mod that suits them best. I'd rather play on 1 full server with a gameplay mechanic I don't care for, than have the choice between 2 half-full (half empty?) servers with wildly varying rulesets. This is the measured approach I can get behind. Not one person in this thread has a crystal ball.
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True, but still since u stick to the roads u would not bug. I've always avoided areas that has lots of buildings due to glitches and security cause of the noise that vehicles make.
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I believe so. I haven't submitted any bug reports since around the time they made matches destroy vehicles. Space bar and left click seem to do the trick. Make sure any nearby friends take cover if your game crashes while you have an automatic rifle in hands....
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The whole west is still a big construction site. just because there are still some faulty places to implement a function that does not solve the actual problem is not so good. There are other places than the west where some hidden "jump springs" are for vehicles, but they will only be fixed with the beta. Until then, it is simply the small invisible stone monsters who take us the driving fun.
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let us surprise. My distrust comes from experience. I followed the course of Arma3 Exile and hoped for a great experience, there were some things that really convinced me (vehicles / contaminated zones / underground structures and also infected). But the big wow Feeling in regard to DayZ was missing. Then another hopeful of an Arma3 mod (2017Mod with the map Bamburgh) an interesting idea that was unfortunately set for various reasons. But as already said: we look forward and let come what comes.
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Agree. Since irl u can push ur car. But u need to learn to drive also, i've never had issues with vehicles in dayz. Probs u went full speed and lost control then "slided" into a tree or something, some cars handles pretty bad at full speed.
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Agreed, you have to buy the game to Mod - And Modding fragments the player-base of a game. Nobody in their right mind should be having issues with that fact. Particularly players who tend to get blinded by the extra loot/weapons and PVP focus etc. It will be interesting seeing what OTHER things modders can do with DayZ. Do you expect to see Mods that have more 'survival' 'crafting' or 'difficulty' etc, WITHOUT extra loot/weapons and PVP focus? Would those attract players away from vanilla? What other kinds of mods do you suggest, as off-the-top-of-your-head examples? - Are Modders keen to build versions that do not increase easy/loot/bases/trade/vehicles/weapons//PVP? xxp
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Base building in hived servers after 0.63 release
emuthreat replied to OscarBlindeye's topic in General Discussion
But could you put anything in the inventory of the ruined tent? I didn't test ruined tent today, went to The Village. You should too. It may help to develop an understanding of how basebuilding a works in DayZ right now. It is a complete clusterfuck without a controlled entry point. People can easily sneak in and rummage around for a disguise while picking off players and changing clothes in between. It's still pretty fun, but a controlled gate would serve a valuable purpose. Didn't mean to run you off; I was just getting tired of all the BS and riddles instead of having a clear and concise discussion about basebuilding. I didn't think that it was too much to ask. Things I do know about basebuilding: Tents and barrels are a thing, and will likely continue to be. Craftable storage chests and buried storage will be a thing. Basebuilding materials currently planned will allow wood and sheet metal walls, wood towers of a certain maximum height, HESCO barriers, barbed wire, electrification, floodlights and generators, and a gate of some sort. Barricading buildings has also been suggested to have been in the works. If you can find your way to stating specifically what it is that you don't like about the direction things appear to be going, and feel kind enough to articulate reasons for those beliefs, I would be interested to hear about that. I would be very curious to hear why anyone thinks that a a persistent open world MMO set in a zombie apocalypse full of roving gangs of murderous bandits, should not allow players to organize people, vehicles, and materials towards fortifying and defending a chosen area. It kinda makes the genre... -
Base building in hived servers after 0.63 release
philbur replied to OscarBlindeye's topic in General Discussion
Meh...Don't want to sound like I'm trolling you...but a grenade will not "destroy" a wall, for the most part. It is primarily a weapon used to concuss and injure enemies via fragmentation. There are several variants that have more specific applications, but for general breaching there is really no substitute for Shaped Thermite\C4, RPGs, or Det Cord. These should absolutely be rare (if not impossible) to find and should be RUINED if they get exposed to rain. If I found a satchel charge, for example...the LAST thing I would do is stuff it in my backpack, lest the rotten detonator go off prematurely! Maybe a good option would be small boxes of primers (blasting caps, for example) that would be found realistically within the civilian areas as well as military camps\vehicles. These, combined with common chemical compounds (found on farms) can be just as effective for breaching and anti-personnel devices. (IEDs, for lack of a better expression) I hope that the devs spend a bit of time at a real demo range (like they have at the small-arms ranges) to better understand the applications and limitations of the various East Bloc, NATO, and civilian explosives and devices. (This is a retired Armored Crewman and EOD service member talking) -
Base building in hived servers after 0.63 release
pilgrim* replied to OscarBlindeye's topic in General Discussion
CAN you still destroy a tent by driving over it with a vehicle? Or has that been taken out? ... It is long long time since I did that... (Emuthreat , can I call you Luke? - it was long ago and far away .. ) What ways can you destroy tents - gunfire, grenades, melee weapons, vehicles ?? There is a reason for this question. xx pilgrim -
Base building in hived servers after 0.63 release
pilgrim* replied to OscarBlindeye's topic in General Discussion
well - Mr, Exile Mod = 150 shit-tons of heavy weapons, vehicles, traders, armored vehicles, mines, crates, ammo, helicopters, planes, rocket launchers, fast easy base building, all the stuff "NEEDED" to make Exile base breaking & fast kills work, everything on a plate, worthless, glitchy, superficial, & bases even look dumb-ugly .. it's a play for lols game .. another easy-easy-play no-attention no-think no-effort shooter mod .. sooooo kid's game. NOT any groundwork there for anything, no excuse. Exile is NOT a place for rehashing Dayz SA, Exile just useful to throw away. The DayZ devs are NOT thinking THAT way <good grief> -
Base building in hived servers after 0.63 release
pilgrim* replied to OscarBlindeye's topic in General Discussion
For a base, first you want a team = so this is a team play thing. The difference between a base and a bunch of tents is you have walls round your base, walkways, towers, buildings or shacks inside, parking, trucks vehicles = and a way of getting all that stuff in and out - we saw the artists impressions already, right? OK so to be perfectly clear there is NO WAY you can "lock" a base. Look at a base in any game ... OR.. LOOK at the real life USA bases in Afghansitan (on YouTube for instance) The ONLY thing that secures tha base is FIREPOWER... aint nothing else.. that's all from 0% to 100% what a base is about. Let's cut the story SHORT : Hey where I come from, here ever since before 500 BC - if you wanted to get into a fort, a base, a castle.. what you did was this .... (all ears?) You cut down a bloody pine tree and lop the branches off, then at night you lean it up against the wall or the gate or the watchtower and you CLIMB up it We've been doing that for 2000+ years and it has worked, still works, will always work..maybe use more modern equipment if you want, but the stuff you've had around since 2000 years still works fine... use rope and a grapple if you like.. or just CLIMB, ya know.. - ice axe, hay hook, crampons (dry tool it, dude) - So THERE'S the truth - any fortified place CANT be defended except by DEFENDERS on DUTY. If it is empty it is Yours, no probs. To EXPLAIN this, so you SEE the point -- how about putting locks on TENTS ??... -Im not even joking - Invulnerable Tents! - that would be exactly as realistic. (not realistic at ALL, but it's what you want? - a GUID-linked personal code for YOUR loot stash so no-one else can touch it. Now you've got an 'Invulnerable Lock' on the fire-base car-pool wire-mesh main gate entry? AND/OR on your tent zip ?? [ = same thing, same realism ] So there's no point in hiding your base anymore (or your tents, whatever), right? Leave that stuff in the middle of Novo or NWA and go off play on another server, collect some more LOOT for your invulnerable stockpile? Or maybe just never come back?? Players shout "base building" !! They are full of excitement. BUT this needs just a -LEeeeeeTTLE MORE- working out, first, know what I mean, dude? Even a "fanboy" (your word) spends 2/3 of his life NOT playing DayZ - so his base is EMPTY 70% of the whole time. You expect the bad guys to show up when your gang's all hanging out in there eating barrels of apples & cleaning their AKs, or when NO ONE is there? What time of day would would YOU show up? On a private hive mono-clan whitelist server these ideas could work? - Maybe? (boring & plenty of arguments IMO) On public hive, or the Official Servers? = No Way. - any practical suggestions? My family always climbed over the back of a defensive complex on a moonless night and cut everyone's throats - BUT then we had to remember not to get too drunk at the victory celebration, or the bloody surviving buffoons climbed over the back the next morning and cut everyone's throats... ( it's a kind of family tradition ) * * * A base has a STRUCTURE - made of in-game elements.. bales, concrete, wood, gates, doors, towers, corrugated iron, ladders, walkways, barriers, fire posts, sandbags, generators, refrigerators, Hesco bastions, electric lighting, barbed wire, camo netting ALL these things have to be in-game constructible AND destructible and that is going to be a hell of a problem. Any suggestions?? 1 ) DayzTV suggestion - "probably a 'different game module' " 2 ) 3 ) 4 ) DayZ basebuilding prediction from May 2016 + BI artist impressions ..eh.. ? xxP -
1) Persistence definitely works on the now separate hive BI-run Official Servers - these are beyond 95% solid and OK ? (right, players?) For tents , barrels etc .. well .. some folk still argue about how LONG they last - Also some folk wonder Where the Hell you can find a barrel in the first place on an Official Server. My best bet is find someone's camp throw their stuff out into another tent (you a "nice" player?) and steal a barrel. I ain't seen a barrel in this iteration on 30 Official Servers in every location in 200 towns & villages. Most villages are stripped bare. But plenty of farming instruments, fertilizer and seeds around. Stand right under a tree in SHELTER when it rains, and watch your crops grow. 2 ) When the WOLVES find you .. you'll notice them. Maybe you should give the DayZTV Map a once over, a LOT has changed .. including industry, towns, loot, buildings, zombies, fireplaces (in houses), trees, disease, military camps, rivers, vehicles, rain, animals .. you name it .. mainly rain. http://www.dayztv.com/map/#4.100.117 xx pilgrim [ & too many towns ! ] Also seriously look out for cholera, wet clothes, and fast hypothermia, as well as wolves xx enjoy pilgrim